/*
This file contains proprietary software owned by Motorola Mobility, Inc.
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
*/
var Material = require("js/lib/rdge/materials/material").Material;
///////////////////////////////////////////////////////////////////////
// Class GLTexture
// GL representation of a texture.
///////////////////////////////////////////////////////////////////////
function Texture( dstWorld, texMapName, wrap, mips )
{
///////////////////////////////////////////////////////////////////////
// Instance variables
///////////////////////////////////////////////////////////////////////
this._texture;
// texture attributes
this._texMapName = texMapName.slice();
// set default values for wrap and mips
if (wrap === undefined)
wrap = "REPEAT";
if (mips === undefined)
mips = true;
this._wrap = wrap;
this._mips = mips;
// the canvas generating the texture map (if there is one)
this._srcCanvas;
this._srcWorld;
// cache whether or not the source is animated
this._isAnimated = false;
// the destination world that will use the texture map
this._dstWorld = dstWorld;
///////////////////////////////////////////////////////////////////////
// Property Accessors
///////////////////////////////////////////////////////////////////////
this.getTexture = function() { return this._texture; }
this.setSrcWorld = function(w) { this._srcWorld = w; }
this.getSrcWorld = function() { return this._srcWorld; }
this.setDstWorld = function(w) { this._dstWorld = w; }
this.getDstWorld = function() { return this._dstWorld; }
this.isAnimated = function() { return this._isAnimated; }
///////////////////////////////////////////////////////////////////////
// Methods
///////////////////////////////////////////////////////////////////////
this.init = function()
{
// determine if the source is a canvas or an image file
var viewUtils = require("js/helper-classes/3D/view-utils").ViewUtils;
var root = viewUtils.application.ninja.currentDocument.documentRoot;
var srcCanvas = this.findCanvas( this._texMapName, root );
if (srcCanvas)
{
this._srcCanvas = srcCanvas;
if (srcCanvas.elementModel && srcCanvas.elementModel.shapeModel && srcCanvas.elementModel.shapeModel.GLWorld)
{
this._srcWorld = srcCanvas.elementModel.shapeModel.GLWorld;
// check if the source is animated
if (srcCanvas.elementModel && srcCanvas.elementModel.shapeModel && srcCanvas.elementModel.shapeModel.GLWorld)
this._isAnimated = this._srcWorld._hasAnimatedMaterials;
}
this.loadFromCanvas();
}
else
{
this.loadFromFile();
}
}
this.loadFromFile = function()
{
var tex = this._texture;
this._srcCanvas = null;
// only load if something has changed
if (this._texMapName !== texMapName) // does RDGE allow us to change wrap or mips?
{
var texMapName = this._texMapName;
var wrap = this._wrap;
var mips = this._mips;
var dstWorld = this.getDstWorld();
if (dstWorld)
{
var renderer = dstWorld.getRenderer();
tex = renderer.getTextureByName(texMapName, wrap, mips );
this._texture = tex;
dstWorld.textureToLoad( tex );
}
}
return tex;
}
var __texCounter = 0;
this.loadFromCanvas = function()
{
var srcCanvas = this._srcCanvas;
var wrap = this._wrap;
var mips = this._mips;
this._texMapName = "GLTexture_" + __texCounter;
__texCounter++;
// create the texture
var world = this.getDstWorld();
tex = world.getGLContext().createTexture();
this._texture = tex;
tex.texparams = new _texparams(wrap, mips); // defined in renderer.js
tex.image = new Image;
// create the canvas and context to render into
var doc = srcCanvas.ownerDocument;
this._renderCanvas = doc.createElement("canvas");
// cache whether this is a 2D canvas or 3D canvas
var srcCtx = srcCanvas.getContext("2d");
this._is3D = false;
if (!srcCtx) this._is3D = true;
this.rerender();
return tex;
}
this.rerender = function()
{
if (!this._srcCanvas)
{
console.log( " no source canvas in GLTexture.rerender" );
return;
}
var srcCanvas = this._srcCanvas;
var world = this.getDstWorld();
if (!world)
{
console.log( "no world in GLTexture.rerender" );
return;
}
var renderer = world.getRenderer();
var imageData;
var width = srcCanvas.width, height = srcCanvas.height;
if (!this.isPowerOfTwo(width) || !this.isPowerOfTwo(height))
{
width = this.nextLowerPowerOfTwo( width );
height = this.nextLowerPowerOfTwo( height );
}
// create a canvas to be used as the image for the texture map
var renderCanvas = this._renderCanvas;
if (!renderCanvas)
{
console.log( "no render canvas in GLTexture.rerender" );
return;
}
renderCanvas.width = width;
renderCanvas.height = height;
var renderCtx = renderCanvas.getContext("2d");
// create the texture
var tex = this._texture;
if (!tex)
{
console.log( "no texture in GLTexture.rerender" );
return;
}
var srcCtx;
if (!this._is3D)
{
srcCtx = srcCanvas.getContext("2d");
imageData = srcCtx.getImageData( 0, 0, width, height );
renderCtx.putImageData( imageData, 0, 0 );
}
else
{
srcCtx = srcCanvas.getContext("experimental-webgl");
if (srcCtx)
{
renderCtx.drawImage(srcCanvas, 0, 0);
// var data = new Uint8Array(width * height * 4);
// srcCtx.readPixels(0, 0, width, height, srcCtx.RGBA, srcCtx.UNSIGNED_BYTE, data);
// imageData = renderCtx.createImageData(width, height);
// var nBytes = width*height*4;
// for (var i=0; i> i;
}
return x + 1;
}
this.nextLowerPowerOfTwo = function(x)
{
return this.nextHighestPowerOfTwo(x) >> 1;
}
this.findCanvas = function( id, elt )
{
if (elt.id && elt.id === id)
return elt;
if (elt.children)
{
var nKids = elt.children.length;
for (var i=0; i